Difference between revisions of "Synchronous Gameplay"

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(Relations)
(Relations)
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Instantiates: [[Downtime]]
 
Instantiates: [[Downtime]]
  
Modulates: [[Social Interaction]]
 
  
 
Modulated by: [[Dedicated Game Facilitators]], [[Turn Taking]]
 
Modulated by: [[Dedicated Game Facilitators]], [[Turn Taking]]
Line 36: Line 35:
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Multiplayer Games]]
 
[[Multiplayer Games]]
 
==== with ... ====
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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+
[[Social Interaction]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===

Revision as of 18:46, 16 July 2015

Games in which all players' game and play sessions overlap with each other in time.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Instantiates: Downtime


Modulated by: Dedicated Game Facilitators, Turn Taking

Can Instantiate

Multiplayer Games

Can Modulate

Social Interaction

Can Be Instantiated By

-

Can Be Modulated By

Communication Channels, Real-Time Games, Tick-Based Games, Turn-Based Games

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Synchronous Games that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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